Action simulation apparatus

ABSTRACT

An apparatus for producing simulating action effects is provided. The apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals. Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.

CROSS-REFERENCE TO RELATED PATENT APPLICATIONS

This patent application claims priority of Hong Kong short-term patent application no. 08113985.2 filed on Dec. 24, 2008, the entire content of which is hereby incorporated by reference.

FILED OF PATENT APPLICATION

The present patent application relates to an apparatus for producing simulating action effects.

BACKGROUND

In circumstances such as electronic games, cinemas, and outdoor simulation war games, it is necessary to provide the users (players, spectators, etc.) with physical sensation in order to achieve an excellent simulation experience. There were certain vests and seats that can produce simulating actions in the market. Their operating principle involves the application of rotation of a motor-driven eccentric shaft to produce vibration or deviation of the vests or the seats. However, the vests and seats of these structures can only give the users the feeling of vibration. Also, since it involves the rotation of a motor-driven eccentric shaft, it can only produce vibration or deviation over a large region. Therefore, it lacks precise contact, movement, and feeling of a real action game. There were also in the market simulation devices that use “pulse” (high-voltage low-current) to directly stimulate the body of a player. A number of electrodes are attached onto the body of the player. Different parts of the body of the player can be stimulated by passing electric current through the electrodes to achieve the simulation action effects. However, a major disadvantage of such a simulation device is that it requires the electrodes to be in direct contact with the skin. Moreover, the electric shock causes muscle contraction and relaxation. Prolonged use of the device will lead to muscle fatigue or ill effect to the body of the player, and has a certain degree of risk.

The above description of the background is provided to aid in understanding an apparatus and method for producing simulating action effects, but is not admitted to describe or constitute pertinent prior art to the apparatus and method for producing simulating action effects disclosed in the present patent application, or consider any cited documents as material to the patentability of the claims of the present patent application.

SUMMARY

An apparatus for producing simulating action effects is provided. The apparatus includes a support structure to be worn by a player, a plurality of impact generators mounted in the support structure, and a control unit for receiving signals and activating the plurality of impact generators in response to the signals. Each impact generator includes an electromagnetic device adapted to generate an impact force on the body of the player when activated.

The support structure may include a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.

The apparatus may further include a flexible circuit in the support structure, and the plurality of impact generators is electrically coupled to the flexible circuit.

In one embodiment, the electromagnetic device may include a sleeve, a coil winding around the sleeve, and an iron core in the sleeve. The impact generator may include an impact member attached to the iron core, and the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil. The impact generator may include a spring for driving the impact member towards the retracted position when the electric current is terminated. The impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.

In another embodiment, the electromagnetic device may include a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve. The impact generator may include an impact member attached to the iron core, and the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils. The impact member may have the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.

The control unit may include a control program that controls the sequence, magnitude and duration of impact of the impact generators.

The support structure may include hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.

The support structure may be provided with two generally cup-shaped portions adapted to conform generally in shape to the chest of the player.

The support structure may be in the form of a vest.

BRIEF DESCRIPTION OF THE DRAWINGS

Specific embodiments of the apparatus and method for producing simulating action effects disclosed in the present patent application will now be described by way of example with reference to the accompanying drawings wherein:

FIG. 1 is a front view of the action simulation support structure according to an embodiment disclosed in the present patent application;

FIG. 2 is a side view of the action simulation support structure in FIG. 1;

FIG. 3 is a cross sectional view of the action simulation support structure in FIG. 1;

FIG. 4 is a cross sectional view of two impact generators on the action simulation support structure according to an embodiment disclosed in the present patent application;

FIG. 4 a is a cross sectional view of two impact generators on the action simulation support structure according to another embodiment disclosed in the present patent application;

FIG. 5 shows the distribution of the impact generators in the interior of the action simulation support structure;

FIG. 6 shows the sequence of impact of the impact generators that leads to a simulation effect of cut by a sword;

FIG. 7 shows the sequence of impact of the impact generators that leads to a simulation effect of gunshot;

FIG. 8 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a fist;

FIG. 9 shows the sequence of impact of the impact generators that leads to a simulation effect of earthquake;

FIG. 10 shows the sequence of impact of the impact generators that leads to a simulation effect of hit by a vehicle; and

FIG. 11 shows the sequence of impact of the impact generators that leads to a simulation effect of being scratched by a claw.

DETAILED DESCRIPTION

Reference will now be made in detail to a preferred embodiment of the apparatus and method for producing simulating action effects disclosed in the present patent application, examples of which are also provided in the following description. Exemplary embodiments of the apparatus and method for producing simulating action effects disclosed in the present patent application are described in detail, although it will be apparent to those skilled in the relevant art that some features that are not particularly important to an understanding of the apparatus and method for producing simulating action effects may not be shown for the sake of clarity.

Furthermore, it should be understood that the apparatus and method for producing simulating action effects disclosed in the present patent application is not limited to the precise embodiments described below and that various changes and modifications thereof may be effected by one skilled in the art without departing from the spirit or scope of the appended claims. For example, elements and/or features of different illustrative embodiments may be combined with each other and/or substituted for each other within the scope of this disclosure and appended claims.

In addition, improvements and modifications which may become apparent to persons of ordinary skill in the art after reading this disclosure, the drawings, and the appended claims are deemed within the spirit and scope of the appended claims.

It should be noted that throughout the specification and claims herein, when one element is said to be “coupled” or “connected” to another, this does not necessarily mean that one element is fastened, secured, or otherwise attached to another element. Instead, the term “coupled” or “connected” means that one element is either connected directly or indirectly to another element or is in mechanical or electrical communication with another element.

FIG. 1 is a front view of a support structure 110 for producing simulating action effects according to an embodiment disclosed in the present patent application. FIG. 2 is a side view of the action simulation support structure in FIG. 1. Although it has been shown that the support structure 110 is in the form of a vest, it is understood that the support structure can be in any other suitable forms including, but is not limited to, long-sleeved clothing, short-sleeved clothing, pant, glove, shoe, etc.

The support structure 110 may be made of soft plastic, rubber, leather, textile, elastic fabric material, or any other suitable material. The support structure 110 has a multi-layered structure and a plurality of impact generators 170 is mounted within the layers as depicted in FIG. 3. The innermost layer of the support structure 110 can be made of a soft and elastic material such as rubber, genuine leather, artificial leather, or elastic fabric material. This soft and elastic layer serves to reduce any pain and prevent any injury when impact force is exerted on the body of a player wearing the support structure 110 during an action game.

The support structure 110 should be configured to conform in shape with the body of the player. Velcro® or belt buckles 120 may be provided on the support structure 110 such as at an indented region of the body. Elastic bands 130 may be provided on the two opposite sides of the support structures 110. Two generally U-shaped regions 190 may be formed on the support structure 110 to conform in shape with the chest of the player by adjusting the length of the Velcro® or belt buckles 120. These features provide a tight fit support structure on the body of the player during the action game.

The support structure 110 may be provided with a control unit 140. The control unit 140 may include a signal receiver for receiving signals, and a controller for activating the impact generators 170 in response to the signals received. The control unit 140 may be attached directly onto the support structure 110, or it may also be packed within a housing that is electrically coupled to the support structure 110 by electrical wires. The signal receiver may receive signals through any form of wireless transmission such as infrared, Bluetooth or radio transmission, etc. The signals may also be transmitted by electrical wires. The controller contains control programs that are associated with the receiving signals. The control programs can control the sequence, magnitude, duration, time intervals of impacts of the impact generators 170 to simulate various action effects. The control programs can be stored in a storage medium in the controller, or can be stored in a separate storage medium.

The support system 110 may be provided with a power source 180 to supply electric power to the impact generators 170 and the control unit 140. The power source may be in the form of a dry battery or DC current through an AC-DC converter. The power source 180 may be provided directly on the support structure 110, or it may take the form of an external power source connected to the support structure 110 by electrical wires.

FIG. 4 is a cross sectional view of two impact generators 170 mounted in the interior of the support structure 110 according to an embodiment disclosed in the present patent application. The support structure 110 includes a flexible circuit 150 and a plurality of impact generators 170 electrically coupled to the flexible circuit 150. The plurality of impact generators 170 may be electrically coupled to the flexible circuit by electrical contact points or by electrical wires. According to the illustrated embodiment, the impact generators 170 are driven by electromagnetic forces generated by electromagnetic devices.

The impact generators 170 can be mounted on the inner surface of an outer layer 111 of the support structure 110. Each impact generator 170 may include an outer housing 171, a sleeve 172 mounted within the outer housing 171, a coil 173 wound around the outer surface of the sleeve 172, an iron core 175 with impact member 174 moveable along the sleeve 172 between a retracted position and an extended position, and a spring 176 for biasing the iron core 175 with impact member 174 towards the retracted position. The outer housing 171 and the sleeve 172 have aligned openings 178 to allow projection of the impact member 174 therethrough. The outer housing 171 may be wrapped by a soft rubber material for further protection of the body of the player. A gap 177 is provided between the flexible circuit 150 and the bottom end of the sleeve 172 so as to provide a space for movement of the iron core 175 with impact member 174 along the sleeve 172. The iron core 175 is fixedly mounted at one end of the impact member 174. The head of the impact member 174 is adapted to extend outwardly from the opening 178 of the sleeve 172. The spring 176 is disposed between the impact member 174 and the sleeve 172. The spring 176 may be replaced by elastic rubber or any suitable elastic element. The impact member 174 may be made of plastic, or rubber, or metal, or plastic with an outer layer of rubber material formed thereon. The impact member 174 may be in the shape of a tip of a sword, a tip of a bullet, a fist, a claw or a sphere. The iron core 175 and impact member 174 move along the sleeve 172 from a retracted position to an extended position as electric current passes through the coil 173. The spring 176 drives the iron core 175 with impact head 174 from the extended position back to the retracted position when the electric current is terminated.

FIG. 4 a is a cross sectional view of two impact generators 170′ mounted on the support structure 110 according to another embodiment disclosed in the present patent application. The structure of the impact generator 170′ is similar to that of the impact generator 170 in the previous embodiment, except that the sleeve 172′ has two separate coils 173′ and 173″ and that there is no spring. A first coil 173′ is wound around one end portion of the sleeve 172′ and a second coil 173″ is wound around the other end portion of the sleeve 172′. The second coil 173″ can be electrically connected to the flexible circuit 150 by electrical wire 179. The iron core 175′ with impact head 174′ is moveable along the sleeve 172′ between a retracted position and an extended position as electric current passes alternately through the first and second coils 173′ and 173″. If electric current passes through first coil 173′ and not the second coil 173″, then the iron core 175′ with impact head 174′ is driven by electromagnetic force towards the retracted position. If electric current passes through second coil 173″ and not the first coil 173′, then the iron core 175′ with the impact head 174′ is driven by electromagnetic force towards the extended position.

The operation of the apparatus may include the procedures of (i) switching on the power source 180 and the signal receiver of the control unit 140; (ii) receiving signals (wired or wireless); (iii) activating the impact generators 170, 170′ in accordance with the received signals; (iv) rapidly driving the iron core 175, 175′ with impact member 174, 174′ outwards and then backwards; (v) hitting the body of a player by the outwardly driven iron core 175, 175′ with impact member 174, 174′; (vi) performing a set program to control the sequence, speed, and duration of the impact; and (vii) producing the corresponding simulating action effect.

FIG. 5 shows the distribution of the impact generators 170, 170′ on the support structure 110. The impact generators 170, 170′ may be arranged in rows and columns, randomly, or in any other possible arrangement. There may be tens to thousands of impact generators 170, 170′ distributed on the support structure 110. Each impact generator 170, 170′ is controlled by the control unit 140. There is a gap 160 between two impact generators 170, 170′ to permit certain degree of flexing of the support structure 110 during the action game.

The apparatus disclosed in the present patent application can be used in television electronic games, computer games, hand-held electronic games, pocket-size electronic games, mobile phone games, cinemas, and outdoor simulation war games to produce simulating action effects including, but is not limited to, cut by a sword, gunshot, hit by a fist, earthquake, car crash, and scratch by a claw.

FIG. 6 shows the sequence of impact of the impact generators 170, 170′ that produces a simulation effect of a cut by a sword. To this effect, a number of impact generators 170, 170′ may be activated one after the other generally in one direction across the support structure 110 to simulate a cut by a sword. The numbers (1, 2, 3, . . . ) appearing in the figure represent the sequence of impact on the body of the player. The sword cutting effect may start and stop at any appropriate impact generators 170, 170′ on the support structure 110.

FIG. 7 shows the sequence of impact of the impact generators 170, 170′ that produces a simulation effect of gunshots. To this effect, a number of impact generators 170, 170′ may be activated one after the other randomly across the support structure 110 to simulate a series of gunshots represented by numbers 1, 2, 3, and so on. The numbers (1, 2, 3, . . . ) appearing in the figure represent the sequence of impact on the body of the player. Again, the gunshot effect may start and stop at any appropriate impact generators 170, 170′ on the support structure.

FIG. 8 shows the sequence of impact of the impact generators 170, 170′ that leads to a simulation effect of a hit by a fist or kick by a leg. To this effect, a group of impact generators 170, 170′ may be activated simultaneously to simulate a punch by a fist, and another group of impact generators 170, 170′ may be activated simultaneously to simulate another punch by a fist or a kick by a leg.

FIG. 9 shows the sequence of impact of the impact generators 170, 170′ that produces a simulation effect of an earthquake. To this effect, rows of impact generators 170, 170′ are activated one after the other to simulate an earthquake. The duration and the magnitude of the earthquake can be produced according to the length and power of current passing through the impact generators 170, 170′.

FIG. 10 shows the sequence of impact of the impact generators 170, 170′ that leads to a simulation effect of a crash of a vehicle. To this effect, rows of the impact generators 170, 170′ are activated simultaneously to simulate a car crash.

FIG. 11 shows the sequence of impact of the impact generators 170, 170′ that produces a simulation effect of scratching by a claw. To this effect, 3 to 5 of the impact generators 170, 170′ adjacent to one another are activated simultaneously and then progressively and parallelly across the support structure 110 to simulate a scratch by a claw.

It is appreciated that an action effect may start and stop at any appropriate impact generators 170, 170′ on the support structure 110. One or tens, or hundreds, or thousands of impact generators 170, 170′ can be activated over the skin of a player simultaneously, or sequentially one by one or group by group. It can be understood by one skilled in the art that control programs can be set to meet requirements of different simulating action effects.

While the apparatus and method for producing simulating action effects disclosed in the present patent application has been shown and described with particular references to a number of preferred embodiments thereof, it should be noted that various other changes or modifications may be made without departing from the scope of the appending claims. 

1. An apparatus for producing simulating action effects comprising: a support structure to be worn by a player; a plurality of impact generators mounted on the support structure, each impact generator comprising an impact member and an electromagnetic device adapted to generate an impact force on the body of the player when activated, the electromagnetic device comprising a sleeve, a coil winding around the sleeve, and an iron core movably positioned in the sleeve and attached to the impact member, the impact member moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil, the impact generator further comprising a spring for driving the impact member towards the retracted position when the electric current is terminated; and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
 2. The apparatus as claimed in claim 1, wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
 3. The apparatus as claimed in claim 1, wherein the plurality of impact generators is arranged on the support structure in rows and columns.
 4. An apparatus for producing simulating action effects comprising: a support structure to be worn by a player; a plurality of impact generators mounted on the support structure, each impact generator comprising an impact member and an electromagnetic device adapted to generate an impact force on the body of the player when activated, the electromagnetic device comprising a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core movably positioned in the sleeve and attached to the impact member, the impact member moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils; and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
 5. The apparatus as claimed in claim 4, wherein the impact member has the shape of a tip of a sword, a tips of bullet, a fist, a claw, or a sphere.
 6. The apparatus as claimed in claim 4, wherein the plurality of impact generators is arranged on the support structure in rows and columns.
 7. An apparatus for producing simulating action effects comprising: a support structure to be worn by a player; a plurality of impact generators mounted in the support structure, each impact generator comprising an electromagnetic device adapted to generate an impact force on the body of the player when activated; and a control unit for receiving signals and activating the plurality of impact generators in response to the signals.
 8. The apparatus as claimed in claim 7, wherein the support structure comprises a multi-layered garment, and the plurality of impact generators is sandwiched between layers of the multi-layered garment.
 9. The apparatus as claimed in claim 7, further comprising a flexible circuit in the support structure, wherein the plurality of impact generators is electrically coupled to the flexible circuit.
 10. The apparatus as claimed in claim 7, wherein the electromagnetic device comprises a sleeve, a coil winding around the sleeve, and an iron core in the sleeve.
 11. The apparatus as claimed in claim 10, wherein the impact generator comprises an impact member attached to the iron core, the impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes through the coil, the impact generator comprises a spring for driving the impact member towards the retracted position when the electric current is terminated.
 12. The apparatus as claimed in claim 11, wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
 13. The apparatus as claimed in claim 7, wherein the electromagnetic device comprises a sleeve, a first coil winding around one end portion of the sleeve, a second coil winding around the other end portion of the sleeve, and an iron core in the sleeve.
 14. The apparatus as claimed in claim 13, wherein the impact generator comprises an impact member attached to the iron core, the an impact member is moveable along the sleeve from a retracted position to an extended position as electric current passes alternately through the first and second coils.
 15. The apparatus as claimed in claim 14, wherein the impact member has the shape of a tip of a sword, a tip of a bullet, a fist, a claw, or a sphere.
 16. The apparatus as claimed in claim 7, wherein the control unit comprises a control program that controls the sequence, magnitude and duration of impact of the impact generators.
 17. The apparatus as claimed in claim 7, wherein the support structure comprises hook-and-loop or belt buckle fasteners for tight fitting the support structure over the body of the player.
 18. The apparatus as claimed in claim 7, wherein the support structure is provided with two generally cup-shaped portions adapted to conform generally in shape to the chest of the player.
 19. The apparatus as claimed in claim 7, wherein the plurality of impact generators is randomly arranged on the support structure.
 20. The apparatus as claimed in claim 7, wherein the support structure is in the form of a vest. 